Showing posts with label space wolves. Show all posts
Showing posts with label space wolves. Show all posts

Wednesday, January 21, 2026

Horus Heresy 3e Review: Spaces Wolves Fenrisian Wolf Pack

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are not great, but I'm giving an extra star for the rule of cool!

Background.
There are no wolves on Fenris. 

But then again, you do stand a chance of taming some and bringing them with you on some adventures. 

This is, of course, looked down with pleasure and amazement by your peers. Because that is exactly what your Primarch managed to do, and by doing so yourself you are becoming more like him. 

Strengths. 
S=5 attacks in close combat. 

But in all honesty, their major strengths are:
(a) ablative wounds for a character;
(b) looking cool and very appropriate on the table top.

Due to these two factors, you can't go wrong. 

Weaknesses. 
Although I did say you can't go wrong, with a 6+ save and advanced characteristics of 5 at best (and 2 in intelligence!), they won't be hanging around long. Best to take a big pack and think of them as extra wounds realistically. 

Builds.
5 Fenrisian Wolves (46 points). 
A full 5 bonus wounds for 46 points. A possible bargain!

1 Fenrisian Wolf (10 points). 
Oddly appealing, and has potential to appear on the same base as the character (but wouldn't be tournament legal that way, but certainly looks excellent). 

Tuesday, January 20, 2026

Horus Heresy 3e Review: Speaker of the Dead

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Chaplain and Apothecary combined makes a unique command choice for the Space Wolves.

Background.
Blood soaked priests of the Cult of Morkai which represent the Fenris death-wolf, it really is a wonder that the Emperor permitted such near heresy given what the Word Bearers already believed in and he sought to wipe out. Regardless, the speaker of the dead combines the role of the Chaplain to prosecute wars with inspiring rites, and also the role of the Apothecary thus serving as a field medic. 

Strengths. 
As befits this dual role, the character comes with both a narthecium and a crozius arcanum. The also have the Medic rule on a 5+ which is fairly standard. They shine in the advanced characteristics department with a cool of 10 and leadership of 9 which befits their station. The rest of the stats are quite good overall. 

Weaknesses. 
There is very little customization beyond what armour they might wear or what bike they might be mounted upon. Otherwise, they are certainly worth their points cost to my mind and want to be played very aggressively. 

Builds.
Speaker of the Dead with Jump Pack and melta bombs (125 points).
I went straight to the jump pack option here, but a foot slogging version is also fine if you have a transport solution.  

Speaker of the Dead in Terminator Armour of your choice, Combi-Flamer (130 points). 
Terminator variation.

Speaker of the Dead on Jetbike with Multi-Melta (150 points).
Getting more expensive here, but the fast movement remains very attractive and the character would presumably be well embedded in a similar squad.  

Monday, January 19, 2026

Horus Heresy 3e Review: Grey Slayer Pack

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down. The rules are above average. 

Background.
The Space Wolves started to do away with the older Terran way of warfare once the Fenrisians started to be recruited in numbers. The usual disciplined and focused cogs in the wheel that the tactical squad were became replaced with Grey Slayer Packs. More akin to autonomous commands at the squad level, these packs are warbands in and of themselves and expected to take on challenges on their own terms. 

Strengths. 
Standard space marine stat line combined with some upgrade possibilities makes this squad the Space Wolves version of the Tactical Squad or Breacher Squad perhaps (combat shields and not boarding shields - to be clear). 

They have Line (2) and come standard with Fenrisian Axes and Combat Shields which makes them adept for taking on many targets. 

Weaknesses. 
Tactical squads, sure. But you are paying a points cost increase for those axes and shields - even higher than a breacher squad. And that leadership value doesn't exactly inspire. 

Builds.
10 Grey Slayers, 2 plasma pistols, legion vexilla, Huscarl with, thunder hammer, melta bombs (190 points). 
Very much kitted out for close combat duty here with a sting in the shooting from the plasma before charging. Put another plasma pistol on the Huscarl to taste. 

10 Grey Slayers, 2 Power Fists, Huscarl with power fist (200 points).
Triple power fist threat. Tempting to equip the rest with bolt guns and chain bayonets. 

10 Grey Slayers, 2 Hand Flamers, Huscarl with Hand Flamer and Power Fist (175 points)
Lots of fire! Expand to 20 members and get 2 more hand flamers perhaps?


Saturday, January 17, 2026

Horus Heresy 3e Review: Deathsworn Pack

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down. The rules are above average. 

Background.
The Space Wolves dirty little secret. In the background, it is noted that many legions have such dirty little secrets: those marines who have killed too many and grown hollow inside. Some legions love it and will promote them. Others hide them in shame or corral them into certain units to expire as quickly as possible. Yet further destroy them. These marines are the ones that will become Wolfen in 40k, but here in the Heresy that hasn't had enough time to happen yet.

Strengths. 
Two wounds combined with the Ymira class stasis bombs makes for a reasonable close combat squad. Those grenades provide a lower charge roll for anyone going against them - presumably they slow down. 

The ability to add rad and melta bombs in the legacies update make them very strong. 

The Dreams of the Death Wolf special rule allows them to make a final attack before being removed as casualties. This is at S=5 and AP=3 which will create a back blow, and the breaching will only help that. 

Weaknesses. 
I think you should really choose for rad or melta here and get into combat as quickly as possible. Any other use is not going to be a good use of points really. Play them as a destroyer squad, of course.

Beyond this, Leadership of 8 remains an issue here. 

Builds.
10 Deathsworn, Rad Grenades, 2 Thunder Hammers (385points). 
A standard configuration that will do reasonably well. I like the rad grenades, but if you are going for melta and close up tank hunting, I'd recommend just switching them out rather than taking both (same points cost). 

Friday, January 16, 2026

Horus Heresy 3e Review: Varagyr Wolf Guard Terminator Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down. The rules are sound overall, but the points cost tally up fast. 

Background.
The personal guard of Russ, hand picked, and to a man each a legend in his own right. They forego the right to lead their own squads and no longer seek glory for themselves but lay down their lives for the primarch of the Space Wolves and act where he direct his personal pack.

Strengths. 
Cataphractii style terminators with fear and vanguard (4) that also entertainingly come under Elites for the Space Wolves. The frost axes will also slice through enemies with contempt. 

They come with the Lordsbane special rule which means that if the Thegn survives a challenge, then you get bonuses for the combat resolution per surviving Varagyr. This means that you should always be aiming for large style squads where possible. 

Weaknesses. 
The points cost adds up fast here thanks to the frost axes and suite of special rules. I'm torn about this facet since other terminator squads can do the job better, but by the same token, you are nearly always going to win combat resolution if the Thegn survives his challenger. The sheer lack of customization upon release is very surprising -- now cleared up in legacies. 

Builds.
10 Varagyr (475 points). 
A scary proposition, and a lot of points. Limit it to 5 members if you are playing a smaller points value game.

5 Varagyr, 2 Thunder Hammers, Thegn with grenade harness (275 points).
A more versatile squad. 

5 Varagyr, 4 Chain Fists, 2 Combi-Meltas, Thegn with grenade harness (315 points).
Anti-vehicle. 

5 Varagyr, 4 Power Fists, 2 Reaper Autocannons, Vexilla, Thegn with Frost Sword and grenade harness (335 points).
Multi-purpose squad. 


Wednesday, January 14, 2026

Horus Heresy 3e Review: Wolf-Kin of Russ

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. The rules are average. 

Background.
There are no Wolves on Fenris. 

Except the humans who might or might not have mutated into new forms. Freki and Geri are two of the largest versions of them, whatever the Fenrisian Wolves origin. 

Body guards - certainly. Pets? Perhaps. Huge giant creatures that are also intelligent and capable of snapping mortal men in half with their teeth - absolutely. 

Strengths. 
Only Leman Russ can join this unit, and they come with an array of special rules and a nice stat line. 

Geri is that stand out with WS=7, but Freki is also good with WS=5. The latter also has one more attack. 

Their teeth and claws come with breaching and 2 damage to cause some serious carnage. They also have fear, heedless, feel no pain and are fast. 

Weaknesses. 
Loyalist only of course. They are fast at movement = 10, but their advanced characteristics leave them open to statuses. 

Overall.
Think of them as extra wounds for Russ and you are probably doing well. The points cost is reasonable as well, although clearly the saving throws are not superlative. 

Tuesday, January 13, 2026

Horus Heresy 3e Review: Caster of Runes

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Great psychic powers peculiar to the Space Wolves. 

Background.
They may protest that they are channeling the heart of Fenris all they like. The truth is that they are just as much a psyker as the Thousand Sons are. Except they lie about it. Does this make them worse?

In other news, Sanguinius was a mutant, but we all agree to look the other way, don't we? I'm sure this will all hold until it doesn't.  

Strengths. 
The caster of runes gets immediate access to the unique Rune Casting discipline. This grants Wrath of the Death Wolf, and Stormwrought. The former is a template weapon that inflicts stun (it's basically cone of cold for anyone dungeons and dragons familiar). This is actually really strong due to the condition, and S=6. The latter is a psychic reaction that reduces incoming shots to snap shots - this is similarly powerful.

The character is, otherwise, a psyker, and can also have access to Biomancy, Divination, and / or Telekinesis. My recommendation is to take Rune Casting, and possibly one of the others depending on the points cost you have available. 

A force staff and frost axe come as standard. 

Weaknesses. 
I actually really like this character!

Overall.
The points cost is a little more than a standard librarian, but you do get a useful Will Power of 10 for the price as well as the frost axe upgrade and the ability to choose access to the rune casting discipline - and why wouldn't you choose that? The discipline is quite powerful really and very flavourful to the Space Wolves. 


Monday, January 12, 2026

Horus Heresy 3e Review: Geigor Fell-Hand

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. Average fare. 

Background.
It is now Third Edition. And I still have the same problem about this guy's name. I can't help keeping on calling him "Gregor"! Maybe it is the fault of Game of Thrones?

Anyhow.

Geigor is a Thegn of the Space Wolves who has a bit of a history with the Thousand Sons. When fighting alongside them, he lost his war pack and thought to himself that he had been betrayed by his allies. At Prospero, he therefore went a bit zealous with the orders from the Warmaster to execute them all.

Strengths. 
Officer of the Line (2) is valuable here, and he comes with the fell-hand which is a fancy power claw that has breaching at 4+ and shred at 5+. This is nice. 

The stat line is otherwise what you might expect except for Ld=10 and 9 in will power (probably from fighting the Thousand Sons). 

Weaknesses. 
He is distinctly average, but a nice Space Wolves upgrade on the usual Centurion. Is he worth the extra 25 points or so? Possibly. Just about. 

Overall.
A Space wolves upgrade for a Centurion. You will likely end up taking him in Third Edition over a regular Centurion, just because. Equally, that's all he realistically is. Get him into combat with equal footing enemies and he should do okay. 


Friday, January 9, 2026

Horus Heresy 3e Review: Hvarl Red-Blade

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. A bit on the too expensive side. 

Background.
Many legions have members who feel like they don't quite belong. Or maybe got the wrong geneseed implant. Hvarl is one of those numbers to my mind - he's a secret World Eater. But only in my head. Really, he just likes chopping heads off. And, erm, collecting them. And then singing and boasting about it to his company mates. And encouraging his company mates to do the same. And only finding joy in the din of combat. But yeah. Still totally belonging to the Space Wolves.

Strengths. 
A praetor in tartaros terminator armour slinging a heavy bolter and his preferred axe, Hearth Splitter. The latter gives AP2 and 2 damage along with armour bane which is good enough. 

He has WS=6 and T=5 meaning he is going to be very reasonably in close combat. 

Helping this is his personal gambit: Head-taker. Oddly this just means he cannot claim outside support help for his focus step. He also has fear which is a nice touch. 

Weaknesses. 
I think Hvarl has lost ground compared to first and second editions. He is okay in a challenge and you can field him accordingly. Yet his points cost is very high indeed. I'd be tempted by a regular praetor in terminator armour with something like a paragon blade instead now. 

Overall.
A fluffy praetor for the Space Wolves, and totally not a World Eater. Sadly his points cost and special rules are not quite there for me personally. 

Thursday, January 8, 2026

Horus Heresy 3e Review: Leman Russ

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Strong on the offence - and set up to kill before being killed. 

Background.
Bred on Fenris, and one of the three trefoil legions, his own legion serves as the nominal "executioner" for the Emperor. Presumably he carried out some of this task with the II or XI legions in the past which prepared him to undertake Horus' altered orders to destroy the Thousand Sons in the true first volley of the Heresy (although it was not recognised as such at the time). Feared as much as Angron or Konrad, the darkness never touched him, and instead of a blood soaked savage as some would portray him, he was canny and had a great sense of self-awareness of himself and possessed utter loyalty to the Throne.

Strengths. 
With WS=8 and S=7 with the same in A and I, Leman is well positioned as a close combat monster. His weapons (The Axe of Helwinter and The Sword of Balenight) give him further S bonuses with AP2 and 2 damage. They also have armour bane and reaping blows, or critical hits (respectively). These line him up to be able to tackle most opponents in the game realistically. 

His side arm, Scornspitter, is only AP3 though, but still handy.

He has a special gambit called Howl of the Wolf Death is very strong: Focus+5 ensures he will probably get to do something. You don't get any other gambit to select though until you miss causing an unsaved wound (at which point this one stops). This should keep Russ on top of things unless the opponent has excellent defences or otherwise prevents him from causing such wounds - which is unlikely. 

As Sire of the Space Wolves, you get the Prime bonus from Grey Slayer packs - unsurprisingly. Infantry also get move through cover on turn one. This is okay. 

Weaknesses. 
T=6 is distinctly average territory for a Primarch. You will therefore need to win fights before you are killed. With W=6, you should be able to hold out, and with the focus bonus from the gambit you should be doing things pretty regularly. Just watch for sneaky counter moves. 

Overall.
The points cost is good for the model, and Russ remains a strong Primarch, even though here his defences are not superlative. Just kill before you get killed is the core message. 

Wednesday, January 7, 2026

Horus Heresy 3e Review: Space Wolves Legion Rules

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. The rules are solid enough and in the right hands can be very powerful, but it does take a bit of thought. 

Background.
The Space Wolves arguable had the first act in the Heresy. With twisted orders from Horus, they set about not merely bringing the Thousand Sons to task about their sorcery, but were tasked with significantly more. This saw their numbers significantly reduced by the start of the Heresy, and they became harried by the traitors on a regular basis, and were unable to reach Terra in time for the grand show down. In the background, they are portrayed as a legion apart and and the call of the Emperor should the need arise whilst their Primarch was shunned in a rather similar way to Angron: more like a savage.

Armoury. 

Fenrisian Axe is a chainsword upgrade that yields reaping blow. My thoughts are about on par with chain bayonets - it could be useful, and certainly has the rule of cool, but the points cost stacks up faster that you would like. 

Frost Blades are an invention of Fenris and generally grant reaping blow on top of your standard power weapons for a large points increase. Arguably the Great Frost Blade is worth the points thanks to S+3 and AP=2 with 2 damage at the expense of I-2. 

Pack Thegn is a Prime Force Organization Slot upgrade for an Optae. He gets A+1 and WS+1 with a free frost weapon. This is generally fairly good. 

Tactica. 
The Hunters Strike gives +2 to the distance of your set up moves which is nice. Perhaps it is not quite the same as the World Eaters or the White Scars, but it serves well for a legion that wants to get into combat. 

Gambits.  
No Prey Escapes
 is a way of making sure that one or both of the combatants dies - you don't go to the glory step voluntarily. 

A Saga Woven of Glory meanwhile gives A+1 to the challengers comrades in arms if the challenge is won. This is a very nice trigger. 

Additional Detachments. 
Bloodied Claw 
gives more troops (they have to be grey slayers) and heavy assault. This is very thematic and on point.   

Advanced Reaction. 
Bestial Savagery
 gives you feel no pain at 5+ as a result of being shot at. You then move with a set up and if you get into base to base with the enemy then you are counted as having successfully charged. This is actually strong. 

Overall the Space Wolves are a mixed bag. Their core tactica isn't as strong as others, but the surrounding rules are both fluffy and potentially strong - as well as complementing the core tactica. The problem is getting your Space Wolves into range to begin with. 

Friday, February 3, 2023

Horus Heresy 2e Review: Hvarl Red-Blade

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are good.

Background.
Many legions have members who feel like they don't quite belong. Or maybe got the wrong geneseed implant. Hvarl is one of those numbers to my mind - he's a secret World Eater. But only in my head. Really, he just likes chopping heads off. And, erm, collecting them. And then singing and boasting about it to his company mates. And encouraging his company mates to do the same. And only finding joy in the din of combat. But yeah. Still totally belonging to the Space Wolves.

Strengths. 
Hvarl is a praetor who grants preferred enemy of everything via his warlord trait to his unit along with a bonus assault reaction. He also dishes out 3 scout special rules which is handy and comes with Hearth-Spitter, an armourbane axe which is nice. 

The stat line is praetor level in tartaros armour coupled with a small slew of other special rules like fear, counter attack, and inexorable. 

The real icing on the cake is that he hauls around a heavy bolter for fun. 

Weaknesses.
Not much. He is basically a pre-built praetor with hand extra rules. 

Overall.
Very happy with him and he is a great character when you want a praetor who is not Russ. The counter attack helps him slot in very nicely with grey slayer packs which is where I feel he belongs. He's such a strong choice when Russ isn't around.

Difference to First Edition.
Very similar. 

Thursday, February 2, 2023

Horus Heresy 2e Review: Geigor Fell-Hand

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
3.5/5 stars, rounded up. The rules are good enough and will shine at lower points value games.

Background.
It might be second edition, but I still have trouble not calling him "Gregor". Sorry! Geigor is a Thegn of the Space Wolves who has a bit of a history with the Thousand Sons. When fighting alongside them, he lost his war pack and thought to himself that he had been betrayed by his allies. At Prospero, he therefore went a bit zealous with the orders from the Warmaster to execute them all.  

Strengths. 
Geigor has a praetor like stat line combines with reasonable upgrades (e.g. refractor field) as the Fell Hand - an upgraded frost claw. 

Beyond this, he has the Crown Breaker warlord trait which grants preferred enemy to independent characters as well as feel no pain when locked in combat. The movement reaction bonus is great. 

The addition of counter attack makes him a great addition to any Grey Slayer or Grey Stalker pack. 

Weaknesses.
A regular praetor is arguably better due to customization ability. He's otherwise a bit bland as per first edition. That said, I don't mind at all. 

Overall.
Worthwhile for lower points value games. 

Difference to First Edition.
Gone is the 3+ save and he comes with a 2+ artificer armour save now. This is a massive improvement. 

Wednesday, February 1, 2023

Horus Heresy 2e Review: Grey Stalker Pack

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. Solid adaptability. 

Background.
The Terran Legion of the old Space Wolves fills the Grey Stalker packs and is somewhat looked down upon by the more Fenrisian elements of the legion. They're not as well integrated as Russ might like, but nonetheless have evolved into something unique other than pure tactical squads under his rule. 

Strengths.
Skirmish and much the same as the Grey Slayer Packs, the come with bolt pistol and chainsword as standard, along with counter attack, relentless and heart of the legion. What sets them apart is their varied load outs which is more reminiscent of 40k than 30k -- I find this aspect particularly interesting!

Weaknesses.
Tactical squads are cheaper. As with the Slayer packs: you need to make the most of the close combat nature of this squad such as counter attack and the weaponry load out. Take those rhinos and land raiders. 

Difference to First Edition.
New!

Builds.
10 Grey Stalkers, 1 Melta Gun, 1 Plasma Gun, Huscarl with Power Fist and Artificer Armour (200 points).
I really genuinely like this build. It is very familiar to the sorts of chaos space marine builds I used to play in 6th and 7th edition (not sorry!). Take melta bombs to taste.

10 Grey Stalkers, 5 Power Weapons, Huscarl with artificer armour and thunder hammer (205 points).
Close combat duty for charging out of transports. Take 2 extra power fists for laughs or tackling dreadnoughts. 

10 Grey Slayers, 2 Flamers, 2 Hand-Flamers, Huscarl with Hand Flamer, Artificer Armour, and Power Fist (200 points)
Burn time. 


Monday, January 30, 2023

Horus Heresy 2e Review: Grey Slayer Pack

Warpstone Flux Rating: ⭐️⭐️⭐️
3/5 stars. The rules are average for the points cost, although I can certainly see a case for a higher number of stars here depending on your tastes and builds. They're not as fundamental as in First Edition though which is why they're getting a slightly lower rating from me. 

Background.
The background to this Space Wolves unit sees some tweaking for Second Edition. It is now presented as an unusual evolution of the combination of Terran doctrines of battle pre-primarch, and the sheer fury of the Fenrisian approach to war which created autonomous troop units tasked with overcoming whatever target they were directed at. Tacticals still exist within the Space Wolves in second edition and we're no longer forced to take slayer packs as compulsory troops. 

Strengths.
They're nothing particularly special in the stat line, but they do come with a couple of key advantages. Number one is Relentless, Counter Attack, and Heart of the Legion. Number two is the baseline Fenrisian Axes and Combat Shields. 

Weaknesses.
Tactical squads are cheaper. Hence you need to make the most of the close combat nature of this squad such as counter attack and the weaponry load out. Take those rhinos and land raiders. 

Difference to First Edition.
Compulsory troops has gone. Warriors mettle has gone. Not going to ground has gone. This squad has had a massive overhaul in general. 

Builds.
10 Grey Slayers, 2 plasma pistols, legion vexilla, Huscarl with artificer armour, thunder hammer, melta bombs (220 points).
Very much kitted out for close combat duty here with a sting in the shooting from the plasma before charging. Put another plasma pistol on the Huscarl for laughs. 

10 Grey Slayers, Bolters with Chain Bayonets, 2 Power Fists, Huscarl with artificer armour and power fist (235 points).
Triple power fist threat combined with chain bayonets.

10 Grey Slayers, 2 Hand Flamers, Huscarl with Hand Flamer, Artificer Armour, and Power Fist (190 points)
Burn them. 


Saturday, January 28, 2023

Horus Heresy 2e Review: Varagyr Wolf Guard Terminator Squad

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars. The rules are good.  

Background.
The personal guard of Russ, hand picked, and to a man each a legend in his own right. They forego the right to lead their own squads and no longer seek glory for themselves but lay down their lives for the primarch of the Space Wolves and act where he direct his personal pack.

Strengths.
Double wound cataphractii terminators with WS=5 makes for a strong squad to begin with. They get a selection of a frost weapon, and have a small slew of special rules including fear hammer of wrath and the unique Lordsbane. This grants them the ability to undertake challenges of their own as you would expect from the fluff, and a bonus to combat resolution if they win a challenge. 

Weaknesses.
I am mildly surprised at the Ld=8 characteristic given their background fluff. Other than that, this is a reasonable customizable squad with few weaknesses other than the usual instant death issues for T=4 marines. 

Difference to First Edition.
Approximately the same give or take. 

Builds.
5 Varagyr, 2 Thunder Hammers, Thegn with grenade harness (290 points).
A baseline squad ready to charge out of a land raider. Take a legion vexilla to taste?

5 Varagyr, 4 Chain Fists, 2 Combi-Meltas, Thegn with grenade harness (340 points).
Dreadnought killing duty.

5 Varagyr, 4 Power Fists, 2 Reaper Autocannons, Legion Vexilla, Thegn with Great Frost Blade and grenade harness (350 points).
Getting expensive here, but I like the feel of this generalist squad leading the charge. Add 5 more models to make them last longer!


Wednesday, January 25, 2023

Horus Heresy 2e Review: Deathsworn Pack

Warpstone Flux Rating: ⭐️⭐️⭐️
3.5/5 stars. The rules are good.  

Background.
The Space Wolves dirty little secret. In the background, it is noted that many legions have such dirty little secrets: those marines who have killed too many and grown hollow inside. Some legions love it and will promote them. Others hide them in shame or corral them into certain units to expire as quickly as possible. Yet further destroy them. These marines are the ones that will become Wolfen in 40k, but here in the Heresy that hasn't had enough time to happen yet.

Strengths.
Two wounds combined with the Ymira class stasis bombs makes for a reasonable close combat squad. Those grenades provide flesh bane at the cost of gets hot. Melta and Rad bombs are a good addition. 

Even if they die, they will always still get to hit in close combat thanks to the Dreams of the Death Wolf rule which will help them in melee very nicely. 

Weaknesses.
Ld=8 is an issue. T=4 is similar and they lack invulnerable saves. In effect, they're a modified destroyer squad and probably should be played as such. 

Difference to First Edition.
The stasis grenades have been weakened here and lack pinning. 

Builds.
Note here that the "naked" version of the squad is entirely viable. Its a solid distraction that can regularly go under the proverbial radar. 

10 Deathsworn, Rad Grenades, 2 Thunder Hammers (385 points).
Not much not to like here. Take melta bombs to taste. Add on a speaker of the dead to round it out.


Tuesday, January 24, 2023

Horus Heresy 2e Review: The Wolf-Kin of Russ

Warpstone Flux Rating: ⭐️⭐️⭐️
3/5 stars. The rules are average.

Background.
There are no Wolves on Fenris. 

Except the humans who might or might not have mutated into new forms. Freki and Geri are two of the largest versions of them, whatever the Fenrisian Wolves origin. 

Leman Russ takes these beasts to battle along with his Space Wolves to act as his body guard pets.

Strengths. 
Great movement, good stat line overall, and breaching 6 combingin with fear and fearless plus other juicy rules makes them a decent threat.

Weaknesses.
The 5+ save is an issue. They will get shot to death rapidly without significant thought about placement. Perhaps its better to think of them as adding 8 wounds to Russ when you take them in some ways. Their bulk is also an issue. 

Overall.
A reasonable unit for the price to accompany Russ. You will need to consider what you're doing with them and how they're getting there. Otherwise you are going to be very vulnerable to small arms fire. 

Difference to First Edition.
Roughly the same. A lot of rules have been changed (cf., look out sir), but overall they come out as about equal to before. 

Monday, January 23, 2023

Horus Heresy 2e Review: Leman Russ

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️⭐️
4.5/5 stars, rounded up. The rules are very strong.

Background.
Leman Russ returns to second edition a the fore of the Space Wolves legion. Bred on Fenris, and one of the three trifoil legions, his own legion serves as the nominal "executioner" for the Emperor. Presumably he carried out some of this task with the II or XI legions in the past which prepared him to undertake Horus' altered orders to destroy the Thousand Sons in the true first volley of the Heresy (although it was not recognised as such at the time). Feared as much as Angron or Konrad, the darkness never touched him, and instead of a blood soaked savage as some would portray him, he was canny and had a great sense of self-awareness of himself and possessed utter loyalty to the Throne. 

Strengths. 
Let's start with the stat line and the impressive WS=8 alongside S=7, I=7, and A=7. Alone these mark him out as a bit better than some of his brothers. As Sire of the Space Wolves he gives his sons S+1 in a successful charge (including himself which is rather insane for a yield of S=8). Once per battle has also grants movement+1 for the turn which is cute and traitor space wolves take a pinning test (should there be any on the table). Nice and fluffy!

His armour provides an increased invulnerable to flame, melta, and plasma which is highly useful. It also imposes -1 to hit in the turn that he charges which turns Russ from good to very good in combat. His Balenight weapon grants a further S+1 for a total of 9 if he charges and imposes an extra die for moreal tests while the Helwinter axe grants S+2 for a total of 10 if you're still keeping up with the mathhammer at this point. His side arm isn't so great by strength comparisons, but does have AP3, so you won't care. 

Weaknesses.
Honestly, he doesn't have that many weaknesses. His points cost is fab for what you're getting. 

Overall.
Short version: Well worth it.

Difference to First Edition.
Feels taken down a fraction here compared to First Edition to be honest. You probably won't notice, but he's not quite number 2 on the power list any longer (that's firmly Ferrus Manus in my opinion). I would give him number 3 spot though. This is a direct result of Balenight being nerfed and his armour also brought into a much more sensible configuration. He is not guaranteed victory over Horus, but unlike many of his brothers, he does have a shot at defeating Horus much like Ferrus Manus does.

Saturday, January 21, 2023

Horus Heresy 2e Review: Caster of Runes

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
4/5 stars. The rules are good.  

Background.
They may protest that they are channeling the heart of Fenris all they like. The truth is that they are just as much a psyker as the Thousand Sons are. Except they lie about it. Does this make them worse?

Strengths.
The special Space Wolves psykers are called Casters of Runes. They come with 2 special powers under the Winds of Fenris powers which consist of a template weapon attack that has deflagrate (psychic test to boost to a whopping S=10!), and a second one to grant shrouded at 5+ (psychic test to boost to 3+). Both are excellent. Adamantium will is the icing on the proverbial cake. 

Weaknesses.
The upgrade costs the same as a regular librarian, hence there are zero weaknesses in comparison to other legions here. 

Builds.
Caster of Runes in Cataphractii Armour, Force Axe, Psychic Hood (145 points).
Exactly the same build as the regular librarian. 

Caster of Runes in Aether-Rune Armour, Psychic Hood, Jump Pack (150 points).
I really love the aether-rune armour for Space Wolves characters. Its just rude without compare - always take it where you can. 

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